#import "Common/ShaderLib/GLSLCompat.glsllib"
uniform mat4 g_WorldViewProjectionMatrix;

attribute vec3 inPosition;
attribute vec2 inTexCoord;

varying vec2 texCoord;

void main(){
    
    texCoord = inTexCoord;
    gl_Position = g_WorldViewProjectionMatrix*vec4(inPosition,1.0);
}